aboutsummaryrefslogtreecommitdiffstats
path: root/src/quick/items/qquickthreadedwindowmanager.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/quick/items/qquickthreadedwindowmanager.cpp')
-rw-r--r--src/quick/items/qquickthreadedwindowmanager.cpp906
1 files changed, 906 insertions, 0 deletions
diff --git a/src/quick/items/qquickthreadedwindowmanager.cpp b/src/quick/items/qquickthreadedwindowmanager.cpp
new file mode 100644
index 0000000000..1baa72bbd9
--- /dev/null
+++ b/src/quick/items/qquickthreadedwindowmanager.cpp
@@ -0,0 +1,906 @@
+/****************************************************************************
+**
+** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
+** Contact: http://www.qt-project.org/
+**
+** This file is part of the QtQml module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** GNU Lesser General Public License Usage
+** This file may be used under the terms of the GNU Lesser General Public
+** License version 2.1 as published by the Free Software Foundation and
+** appearing in the file LICENSE.LGPL included in the packaging of this
+** file. Please review the following information to ensure the GNU Lesser
+** General Public License version 2.1 requirements will be met:
+** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Nokia gives you certain additional
+** rights. These rights are described in the Nokia Qt LGPL Exception
+** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU General
+** Public License version 3.0 as published by the Free Software Foundation
+** and appearing in the file LICENSE.GPL included in the packaging of this
+** file. Please review the following information to ensure the GNU General
+** Public License version 3.0 requirements will be met:
+** http://www.gnu.org/copyleft/gpl.html.
+**
+** Other Usage
+** Alternatively, this file may be used in accordance with the terms and
+** conditions contained in a signed written agreement between you and Nokia.
+**
+**
+**
+**
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "qquickwindowmanager_p.h"
+#include "qquickthreadedwindowmanager_p.h"
+
+#include <QtCore/QTime>
+
+#include <QtGui/QOpenGLContext>
+#include <QtGui/private/qguiapplication_p.h>
+#include <qpa/qplatformintegration.h>
+
+#include <QtQml/private/qqmlglobal_p.h>
+
+#include <QtQuick/QQuickWindow>
+#include <QtQuick/private/qquickwindow_p.h>
+
+QT_BEGIN_NAMESPACE
+
+//#define THREAD_DEBUG
+extern Q_GUI_EXPORT QImage qt_gl_read_framebuffer(const QSize &size, bool alpha_format, bool include_alpha);
+
+const QEvent::Type QEvent_Sync = QEvent::Type(QEvent::User);
+const QEvent::Type QEvent_DeferredUpdate = QEvent::Type(QEvent::User + 1);
+
+#define QQUICK_RENDER_TIMING
+#ifdef QQUICK_RENDER_TIMING
+static bool qquick_render_timing = !qgetenv("QML_RENDER_TIMING").isEmpty();
+static QTime threadTimer;
+static int syncTime;
+static int renderTime;
+static int swapTime;
+#endif
+
+
+/*
+ Threaded Rendering
+ ==================
+
+ The threaded rendering uses a number of different variables to track potential
+ states used to handle resizing, initial paint, grabbing and driving animations
+ while ALWAYS keeping the GL context in the rendering thread and keeping the
+ overhead of normal one-shot paints and vblank driven animations at a minimum.
+
+ Resize, initial show and grab suffer slightly in this model as they are locked
+ to the rendering in the rendering thread, but this is a necessary evil for
+ the system to work.
+
+ Variables that are used:
+
+ Private::animationRunning: This is true while the animations are running, and only
+ written to inside locks.
+
+ RenderThread::isGuiLocked: This is used to indicate that the GUI thread owns the
+ lock. This variable is an integer to allow for recursive calls to lockInGui()
+ without using a recursive mutex. See isPostingSyncEvent.
+
+ RenderThread::isPostingSyncEvent: This variable is set in the render thread just
+ before the sync event is sent to the GUI thread. It is used to avoid deadlocks
+ in the case where render thread waits while waiting for GUI to pick up the sync
+ event and GUI thread gets a resizeEvent, the initial paintEvent or a grab.
+ When this happens, we use the
+ exhaustSyncEvent() function to do the sync right there and mark the coming
+ sync event to be discarded. There can only ever be one sync incoming.
+
+ RenderThread::isRenderBlock: This variable is true when animations are not
+ running and the render thread has gone to sleep, waiting for more to do.
+
+ RenderThread::isExternalUpdatePending: This variable is set to false when
+ a new render pass is started and to true in maybeUpdate(). It is an
+ indication to the render thread that another render pass needs to take
+ place, rather than the render thread going to sleep after completing its swap.
+
+ RenderThread::doGrab: This variable is set by the grab() function and
+ tells the renderer to do a grab after rendering is complete and before
+ swapping happens.
+
+ RenderThread::shouldExit: This variable is used to determine if the render
+ thread should do a nother pass. It is typically set as a result of show()
+ and unset as a result of hide() or during shutdown()
+
+ RenderThread::hasExited: Used by the GUI thread to synchronize the shutdown
+ after shouldExit has been set to true.
+ */
+
+
+void QQuickRenderThreadSingleContextWindowManager::initialize()
+{
+ Q_ASSERT(m_rendered_windows.size());
+
+ QQuickWindow *win = masterWindow();
+ if (!win)
+ return;
+
+ gl = new QOpenGLContext();
+ // Pick up the surface format from one of them
+ gl->setFormat(win->requestedFormat());
+ gl->create();
+ if (!gl->makeCurrent(win))
+ qWarning("QQuickWindow: makeCurrent() failed...");
+
+ Q_ASSERT(!sg->isReady());
+ sg->initialize(gl);
+}
+
+
+/*!
+ This function is called when the window is created to register the window with
+ the window manager.
+
+ Called on GUI Thread.
+ */
+
+void QQuickRenderThreadSingleContextWindowManager::show(QQuickWindow *window)
+{
+#ifdef THREAD_DEBUG
+ printf("GUI: Window added to windowing system, %p, %dx%d\n", window, window->width(), window->height());
+#endif
+
+ WindowTracker tracker;
+ tracker.window = window;
+ tracker.isVisible = false;
+ tracker.toBeRemoved = false;
+ m_tracked_windows << tracker;
+
+ connect(window, SIGNAL(widthChanged(int)), this, SLOT(windowVisibilityChanged()), Qt::DirectConnection);
+ connect(window, SIGNAL(heightChanged(int)), this, SLOT(windowVisibilityChanged()), Qt::DirectConnection);
+
+ windowVisibilityChanged();
+}
+
+
+void QQuickRenderThreadSingleContextWindowManager::handleAddedWindow(QQuickWindow *window)
+{
+#ifdef THREAD_DEBUG
+ printf(" RenderThread: adding window: %p\n", window);
+#endif
+
+ WindowData *data = new WindowData;
+ data->sizeWasChanged = false;
+ data->windowSize = window->size();
+ data->isVisible = window->isVisible();
+ m_rendered_windows[window] = data;
+
+ isExternalUpdatePending = true;
+}
+
+
+/*!
+ Called on Render Thread
+ */
+void QQuickRenderThreadSingleContextWindowManager::handleAddedWindows()
+{
+#ifdef THREAD_DEBUG
+ printf(" RenderThread: about to add %d\n", m_added_windows.size());
+#endif
+
+ while (m_added_windows.size()) {
+ QQuickWindow *window = m_added_windows.takeLast();
+ handleAddedWindow(window);
+ }
+}
+
+
+/*!
+ Called on the GUI Thread, from the window' destructor
+ */
+
+void QQuickRenderThreadSingleContextWindowManager::windowDestroyed(QQuickWindow *window)
+{
+#ifdef THREAD_DEBUG
+ printf("GUI: Window destroyed: %p\n", window);
+#endif
+
+ hide(window);
+}
+
+
+/*!
+ Called on GUI Thread
+ */
+
+void QQuickRenderThreadSingleContextWindowManager::hide(QQuickWindow *window)
+{
+#ifdef THREAD_DEBUG
+ printf("GUI: Window hidden: %p\n", window);
+#endif
+
+ int position = -1;
+ for (int i=0; i<m_tracked_windows.size(); ++i) {
+ if (m_tracked_windows.at(i).window == window) {
+ m_tracked_windows[i].toBeRemoved = true;
+ position = i;
+ break;
+ }
+ }
+
+ if (position >= 0) {
+ disconnect(window, SIGNAL(widthChanged(int)), this, SLOT(windowVisibilityChanged()));
+ disconnect(window, SIGNAL(heightChanged(int)), this, SLOT(windowVisibilityChanged()));
+ windowVisibilityChanged();
+ m_tracked_windows.removeAt(position);
+ }
+
+#ifdef THREAD_DEBUG
+ printf("GUI: Window removal completed... %p\n", window);
+#endif
+}
+
+/*!
+ Called on Render Thread
+ */
+void QQuickRenderThreadSingleContextWindowManager::handleRemovedWindows(bool clearGLContext)
+{
+#ifdef THREAD_DEBUG
+ printf(" RenderThread: about to remove %d\n", m_removed_windows.size());
+#endif
+
+ bool removedAnything = false;
+ while (m_removed_windows.size()) {
+ QQuickWindow *window = m_removed_windows.takeLast();
+#ifdef THREAD_DEBUG
+ printf(" RenderThread: removing %p\n", window);
+#endif
+
+ QQuickWindowPrivate::get(window)->cleanupNodesOnShutdown();
+ delete m_rendered_windows.take(window);
+ removedAnything = true;
+ }
+
+ // If a window is removed because it has been hidden it will take with it
+ // the gl context (at least on Mac) if bound, so disconnect the gl context
+ // from anything
+ if (removedAnything && clearGLContext)
+ gl->doneCurrent();
+}
+
+
+
+/*!
+ Called on GUI Thread
+ */
+
+void QQuickRenderThreadSingleContextWindowManager::windowVisibilityChanged()
+{
+ bool anyoneShowing = false;
+ QList<QQuickWindow *> toAdd, toRemove;
+
+ // Not optimal, but also not frequently used...
+ for (int i=0; i<m_tracked_windows.size(); ++i) {
+ WindowTracker &t = const_cast<WindowTracker &>(m_tracked_windows.at(i));
+ QQuickWindow *win = t.window;
+
+ Q_ASSERT(win->isVisible() || QQuickWindowPrivate::get(win)->renderWithoutShowing || t.toBeRemoved);
+ bool windowVisible = win->width() > 0 && win->height() > 0;
+ anyoneShowing |= (windowVisible && !t.toBeRemoved);
+
+ if ((!windowVisible && t.isVisible) || t.toBeRemoved) {
+ toRemove << win;
+ } else if (windowVisible && !t.isVisible) {
+ toAdd << win;
+ }
+ t.isVisible = windowVisible;
+ }
+
+ if (isRunning()) {
+ if (!anyoneShowing) {
+ stopRendering();
+ } else {
+ lockInGui();
+ exhaustSyncEvent();
+ m_added_windows << toAdd;
+ m_removed_windows << toRemove;
+ while (isRunning() && (m_added_windows.size() || m_removed_windows.size())) {
+ if (isRenderBlocked)
+ wake();
+ wait();
+ }
+ unlockInGui();
+ }
+
+ } else if (anyoneShowing) {
+ Q_ASSERT(toRemove.isEmpty()); // since loop is not running, nothing is showing now
+ for (int i=0; i<toAdd.size(); ++i)
+ handleAddedWindow(toAdd.at(i));
+ startRendering();
+ }
+
+}
+
+
+void QQuickRenderThreadSingleContextWindowManager::run()
+{
+#ifdef THREAD_DEBUG
+ printf("QML Rendering Thread Started\n");
+#endif
+
+ lock();
+ Q_ASSERT(!gl);
+ initialize();
+ // Wake GUI as it is waiting for the GL context to have appeared, as
+ // an indication that the render thread is now running.
+ wake();
+ unlock();
+
+ if (!gl)
+ return;
+
+ while (!shouldExit) {
+ lock();
+
+#ifdef THREAD_DEBUG
+ printf(" RenderThread: *** NEW FRAME ***\n");
+#endif
+
+ isExternalUpdatePending = false;
+ handleAddedWindows();
+
+ if (!isGuiLocked) {
+ isPostingSyncEvent = true;
+
+#ifdef THREAD_DEBUG
+ printf(" RenderThread: aquired sync lock...\n");
+#endif
+ allowMainThreadProcessingFlag = false;
+ QCoreApplication::postEvent(this, new QEvent(QEvent_Sync));
+
+#ifdef THREAD_DEBUG
+ printf(" RenderThread: going to sleep...\n");
+#endif
+ wake(); // In case the event got through all the way to wait() before this thread got to wait.
+ wait();
+
+
+ isPostingSyncEvent = false;
+ }
+
+#ifdef THREAD_DEBUG
+ printf(" RenderThread: Doing locked sync\n");
+#endif
+#ifdef QQUICK_RENDER_TIMING
+ if (qquick_render_timing)
+ threadTimer.start();
+#endif
+ inSync = true;
+ for (QHash<QQuickWindow *, WindowData *>::const_iterator it = m_rendered_windows.constBegin();
+ it != m_rendered_windows.constEnd(); ++it) {
+ QQuickWindow *window = it.key();
+
+#ifdef THREAD_DEBUG
+ printf(" RenderThread: Syncing window: %p\n", window);
+#endif
+
+ WindowData *windowData = it.value();
+ QQuickWindowPrivate *windowPrivate = QQuickWindowPrivate::get(window);
+
+ Q_ASSERT(windowData->windowSize.width() > 0 && windowData->windowSize.height() > 0);
+
+ if (!windowData->isVisible)
+ gl->makeCurrent(masterWindow());
+ else
+ gl->makeCurrent(window);
+
+ if (windowData->viewportSize != windowData->windowSize) {
+#ifdef THREAD_DEBUG
+ printf(" RenderThread: --- window has changed size...\n");
+#endif
+ windowData->viewportSize = windowData->windowSize;
+ windowData->sizeWasChanged = true;
+ glViewport(0, 0, windowData->viewportSize.width(), windowData->viewportSize.height());
+ }
+
+ windowPrivate->syncSceneGraph();
+ }
+ inSync = false;
+
+ // Wake GUI after sync to let it continue animating and event processing.
+ allowMainThreadProcessingFlag = true;
+ wake();
+ unlock();
+#ifdef THREAD_DEBUG
+ printf(" RenderThread: sync done\n");
+#endif
+#ifdef QQUICK_RENDER_TIMING
+ if (qquick_render_timing)
+ syncTime = threadTimer.elapsed();
+#endif
+
+ for (QHash<QQuickWindow *, WindowData *>::const_iterator it = m_rendered_windows.constBegin();
+ it != m_rendered_windows.constEnd(); ++it) {
+ QQuickWindow *window = it.key();
+ WindowData *windowData = it.value();
+ QQuickWindowPrivate *windowPrivate = QQuickWindowPrivate::get(window);
+
+#ifdef THREAD_DEBUG
+ printf(" RenderThread: Rendering window %p\n", window);
+#endif
+
+ Q_ASSERT(windowData->windowSize.width() > 0 && windowData->windowSize.height() > 0);
+
+#ifdef THREAD_DEBUG
+ printf(" RenderThread: --- rendering at size %dx%d\n",
+ windowData->viewportSize.width(), windowData->viewportSize.height()
+ );
+#endif
+
+ // We only need to re-makeCurrent when we have multiple surfaces.
+ if (m_rendered_windows.size() > 1)
+ gl->makeCurrent(window);
+
+ windowPrivate->renderSceneGraph(windowData->viewportSize);
+#ifdef QQUICK_RENDER_TIMING
+ if (qquick_render_timing)
+ renderTime = threadTimer.elapsed() - syncTime;
+#endif
+
+ // The content of the target buffer is undefined after swap() so grab needs
+ // to happen before swap();
+ if (window == windowToGrab) {
+#ifdef THREAD_DEBUG
+ printf(" RenderThread: --- grabbing...\n");
+#endif
+ grabContent = qt_gl_read_framebuffer(windowData->windowSize, false, false);
+ windowToGrab = 0;
+ }
+
+#ifdef THREAD_DEBUG
+ printf(" RenderThread: --- wait for swap...\n");
+#endif
+
+ if (windowData->isVisible && window->isExposed())
+ gl->swapBuffers(window);
+
+ windowPrivate->fireFrameSwapped();
+#ifdef THREAD_DEBUG
+ printf(" RenderThread: --- swap complete...\n");
+#endif
+
+ }
+
+#ifdef QQUICK_RENDER_TIMING
+ if (qquick_render_timing) {
+ swapTime = threadTimer.elapsed() - renderTime;
+ qDebug() << "- Breakdown of frame time; sync:" << syncTime
+ << "ms render:" << renderTime << "ms swap:" << swapTime
+ << "ms total:" << swapTime + renderTime << "ms";
+ }
+#endif
+
+ lock();
+
+ handleRemovedWindows();
+
+ // Update sizes...
+ for (QHash<QQuickWindow *, WindowData *>::const_iterator it = m_rendered_windows.constBegin();
+ it != m_rendered_windows.constEnd(); ++it) {
+ WindowData *windowData = it.value();
+ if (windowData->sizeWasChanged) {
+ windowData->renderedSize = windowData->viewportSize;
+ windowData->sizeWasChanged = false;
+ }
+ }
+
+
+ // Wake the GUI thread now that rendering is complete, to signal that painting
+ // is done, resizing is done or grabbing is completed. For grabbing, we're
+ // signalling this much later than needed (we could have done it before swap)
+ // but we don't want to lock an extra time.
+ wake();
+
+ if (!animationRunning && !isExternalUpdatePending && !shouldExit && !windowToGrab) {
+#ifdef THREAD_DEBUG
+ printf(" RenderThread: nothing to do, going to sleep...\n");
+#endif
+ isRenderBlocked = true;
+ wait();
+ isRenderBlocked = false;
+ }
+
+ unlock();
+
+ QCoreApplication::processEvents();
+
+ // Process any "deleteLater" objects...
+ QCoreApplication::sendPostedEvents(0, QEvent::DeferredDelete);
+ }
+
+#ifdef THREAD_DEBUG
+ printf(" RenderThread: deleting all outstanding nodes\n");
+#endif
+
+ m_removed_windows << m_rendered_windows.keys();
+ handleRemovedWindows(false);
+
+ sg->invalidate();
+
+ gl->doneCurrent();
+ delete gl;
+ gl = 0;
+
+#ifdef THREAD_DEBUG
+ printf(" RenderThread: render loop exited... Good Night!\n");
+#endif
+
+ lock();
+ hasExited = true;
+
+#ifdef THREAD_DEBUG
+ printf(" RenderThread: waking GUI for final sleep..\n");
+#endif
+ wake();
+ unlock();
+
+#ifdef THREAD_DEBUG
+ printf(" RenderThread: All done...\n");
+#endif
+}
+
+bool QQuickRenderThreadSingleContextWindowManager::event(QEvent *e)
+{
+ Q_ASSERT(QThread::currentThread() == qApp->thread());
+
+ if (e->type() == QEvent_Sync) {
+
+ // If all windowes have been hidden, ignore the event
+ if (!isRunning())
+ return true;
+
+ if (!syncAlreadyHappened)
+ sync(false);
+
+ syncAlreadyHappened = false;
+
+ if (animationRunning) {
+#ifdef THREAD_DEBUG
+ printf("GUI: Advancing animations...\n");
+#endif
+
+ animationDriver->advance();
+
+#ifdef THREAD_DEBUG
+ printf("GUI: Animations advanced...\n");
+#endif
+ }
+
+ return true;
+ } else if (e->type() == QEvent_DeferredUpdate) {
+ handleDeferredUpdate();
+
+ } else if (e->type() == QEvent::Timer) {
+#ifdef THREAD_DEBUG
+ printf("GUI: Animations advanced via timer...\n");
+#endif
+ animationDriver->advance();
+ }
+
+ return QThread::event(e);
+}
+
+
+
+void QQuickRenderThreadSingleContextWindowManager::exhaustSyncEvent()
+{
+ if (isPostingSyncEvent) {
+ sync(true);
+ syncAlreadyHappened = true;
+ }
+}
+
+
+
+void QQuickRenderThreadSingleContextWindowManager::sync(bool guiAlreadyLocked)
+{
+#ifdef THREAD_DEBUG
+ printf("GUI: sync - %s\n", guiAlreadyLocked ? "outside event" : "inside event");
+#endif
+ if (!guiAlreadyLocked)
+ lockInGui();
+
+ for (QHash<QQuickWindow *, WindowData *>::const_iterator it = m_rendered_windows.constBegin();
+ it != m_rendered_windows.constEnd(); ++it) {
+ QQuickWindowPrivate::get(it.key())->polishItems();
+ }
+
+ wake();
+ wait();
+
+ if (!guiAlreadyLocked)
+ unlockInGui();
+}
+
+
+
+
+/*!
+ Acquires the mutex for the GUI thread. The function uses the isGuiLocked
+ variable to keep track of how many recursion levels the gui is locked with.
+ We only actually acquire the mutex for the first level to avoid deadlocking
+ ourselves.
+ */
+
+void QQuickRenderThreadSingleContextWindowManager::lockInGui()
+{
+ if (++isGuiLocked == 1)
+ lock();
+
+#ifdef THREAD_DEBUG
+ printf("GUI: aquired lock... level=%d\n", isGuiLocked);
+#endif
+}
+
+
+
+void QQuickRenderThreadSingleContextWindowManager::unlockInGui()
+{
+#ifdef THREAD_DEBUG
+ printf("GUI: releasing lock... level=%d\n", isGuiLocked);
+#endif
+
+ if (--isGuiLocked == 0)
+ unlock();
+}
+
+
+
+
+void QQuickRenderThreadSingleContextWindowManager::animationStarted()
+{
+#ifdef THREAD_DEBUG
+ printf("GUI: animationStarted()\n");
+#endif
+
+ if (!isRunning()) {
+ animationTimer = startTimer(1000/60);
+ return;
+ }
+
+ lockInGui();
+
+ animationRunning = true;
+
+ if (isRenderBlocked)
+ wake();
+
+ unlockInGui();
+}
+
+
+
+void QQuickRenderThreadSingleContextWindowManager::animationStopped()
+{
+#ifdef THREAD_DEBUG
+ printf("GUI: animationStopped()...\n");
+#endif
+
+ if (!isRunning()) {
+ killTimer(animationTimer);
+ animationTimer = -1;
+ return;
+ }
+
+ lockInGui();
+ animationRunning = false;
+ unlockInGui();
+}
+
+
+void QQuickRenderThreadSingleContextWindowManager::exposureChanged(QQuickWindow *window)
+{
+ Q_UNUSED(window);
+#ifdef THREAD_DEBUG
+ printf("GUI: exposure changed: %p\n", window);
+#endif
+
+ if (window->isExposed())
+ maybeUpdate(window);
+
+#ifdef THREAD_DEBUG
+ printf("GUI: exposure changed done: %p\n", window);
+#endif
+}
+
+
+
+void QQuickRenderThreadSingleContextWindowManager::resize(QQuickWindow *window, const QSize &size)
+{
+#ifdef THREAD_DEBUG
+ printf("GUI: Resize Event: %p = %dx%d\n", window, size.width(), size.height());
+#endif
+
+ // If the rendering thread is not running we do not need to do anything.
+ // Also if the window is being resized to an invalid size, it will be removed
+ // by the windowVisibilityChanged slot as result of width/heightcChanged()
+ if (!isRunning() || size.width() <= 0 || size.height() <= 0)
+ return;
+
+ lockInGui();
+ exhaustSyncEvent();
+
+ WindowData *windowData = m_rendered_windows.value(window);
+ if (windowData) {
+ windowData->windowSize = size;
+ while (isRunning() && windowData->renderedSize != size && size.width() > 0 && size.height() > 0) {
+ if (isRenderBlocked)
+ wake();
+ wait();
+ }
+ }
+ unlockInGui();
+
+#ifdef THREAD_DEBUG
+ printf("GUI: Resize done: %p\n", window);
+#endif
+}
+
+
+
+void QQuickRenderThreadSingleContextWindowManager::startRendering()
+{
+#ifdef THREAD_DEBUG
+ printf("GUI: Starting Render Thread\n");
+#endif
+ hasExited = false;
+ shouldExit = false;
+ isGuiLocked = 0;
+ isPostingSyncEvent = false;
+ syncAlreadyHappened = false;
+ inSync = false;
+
+ lockInGui();
+ animationRunning = animationDriver->isRunning();
+ start(); // Start the render thread...
+ wait();
+ unlockInGui();
+
+ // Animations will now be driven from the rendering thread.
+ if (animationTimer >= 0) {
+ killTimer(animationTimer);
+ animationTimer = -1;
+ }
+
+
+}
+
+
+
+void QQuickRenderThreadSingleContextWindowManager::stopRendering()
+{
+#ifdef THREAD_DEBUG
+ printf("GUI: stopping render thread\n");
+#endif
+
+ lockInGui();
+ exhaustSyncEvent();
+ shouldExit = true;
+
+ if (isRenderBlocked) {
+#ifdef THREAD_DEBUG
+ printf("GUI: waking up render thread\n");
+#endif
+ wake();
+ }
+
+ while (!hasExited) {
+#ifdef THREAD_DEBUG
+ printf("GUI: waiting for render thread to have exited..\n");
+#endif
+ wait();
+ }
+
+ unlockInGui();
+
+#ifdef THREAD_DEBUG
+ printf("GUI: waiting for render thread to terminate..\n");
+#endif
+ // Actually wait for the thread to terminate. Otherwise we can delete it
+ // too early and crash.
+ QThread::wait();
+
+#ifdef THREAD_DEBUG
+ printf("GUI: thread has terminated and we're all good..\n");
+#endif
+
+ // Activate timer to keep animations running
+ if (animationDriver->isRunning())
+ animationTimer = startTimer(1000/60);
+}
+
+
+
+QImage QQuickRenderThreadSingleContextWindowManager::grab(QQuickWindow *window)
+{
+ if (!isRunning())
+ return QImage();
+
+ if (QThread::currentThread() != qApp->thread()) {
+ qWarning("QQuickWindow::grabFrameBuffer: can only be called from the GUI thread");
+ return QImage();
+ }
+
+#ifdef THREAD_DEBUG
+ printf("GUI: doing a pixelwise grab..\n");
+#endif
+
+ lockInGui();
+ exhaustSyncEvent();
+
+ windowToGrab = window;
+ while (isRunning() && windowToGrab) {
+ if (isRenderBlocked)
+ wake();
+ wait();
+ }
+
+ QImage grabbed = grabContent;
+ grabContent = QImage();
+
+ unlockInGui();
+
+ return grabbed;
+}
+
+
+void QQuickRenderThreadSingleContextWindowManager::handleDeferredUpdate()
+{
+#ifdef THREAD_DEBUG
+ printf("GUI: handling update to ourselves...\n");
+#endif
+
+ isDeferredUpdatePosted = false;
+
+ lockInGui();
+ isExternalUpdatePending = true;
+ if (isRenderBlocked)
+ wake();
+ unlockInGui();
+}
+
+void QQuickRenderThreadSingleContextWindowManager::maybeUpdate(QQuickWindow *)
+{
+ Q_ASSERT_X(QThread::currentThread() == QCoreApplication::instance()->thread() || inSync,
+ "QQuickWindow::update",
+ "Function can only be called from GUI thread or during QQuickItem::updatePaintNode()");
+
+ if (inSync) {
+ isExternalUpdatePending = true;
+
+ } else if (!isDeferredUpdatePosted) {
+#ifdef THREAD_DEBUG
+ printf("GUI: posting update to ourselves...\n");
+#endif
+ isDeferredUpdatePosted = true;
+ QCoreApplication::postEvent(this, new QEvent(QEvent_DeferredUpdate));
+ }
+
+}
+
+void QQuickRenderThreadSingleContextWindowManager::wakeup()
+{
+ lockInGui();
+ isExternalUpdatePending = true;
+ if (isRenderBlocked)
+ wake();
+ unlockInGui();
+}
+
+
+QT_END_NAMESPACE